﻿using UnityEngine;
using Unity.Entities;

public class PlayerTagAuthoring : MonoBehaviour
{
    
    public class Baker : Baker<PlayerTagAuthoring>
    {
        public override void Bake(PlayerTagAuthoring authoring)
        {
            var entity = GetEntity(TransformUsageFlags.Dynamic);
            AddComponent(entity, new PlayerTag() { });
        }
    }
}

/// <summary>
/// 玩家标签
/// </summary>
public partial struct PlayerTag : IComponentData
{

}